#ifndef INPUT_SURFACE_VEGETATION_INCLUDED #define INPUT_SURFACE_VEGETATION_INCLUDED #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" #include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/InputSurfaceCommon.hlsl" CBUFFER_START(UnityPerMaterial) float4 _MainTex_ST; half _Cutoff; half _Gloss; CBUFFER_END inline void InitializeStandardLitSurfaceData(float2 uv, out SurfaceData outSurfaceData) { half4 albedoAlpha = SampleAlbedoAlpha(uv, TEXTURE2D_PARAM(_MainTex, sampler_MainTex)); outSurfaceData.alpha = Alpha(albedoAlpha.a, 1, _Cutoff); outSurfaceData.albedo = albedoAlpha.rgb; //half4 specGloss = SampleMetallicSpecGloss(uv, albedoAlpha.a); outSurfaceData.metallic = 0; outSurfaceData.specular = half3(0.0h, 0.0h, 0.0h); outSurfaceData.smoothness = _Gloss; outSurfaceData.normalTS = SampleNormal(uv, TEXTURE2D_PARAM(_BumpMap, sampler_BumpMap)); outSurfaceData.occlusion = 1; outSurfaceData.emission = 0; } #endif // INPUT_SURFACE_VEGETATION_INCLUDED